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Hey Guys,
Started working on a personal project over the break. I got around to finishing up the low poly tonight. I'm using some concept art by Ryan Church. I'm going to start the high poly soon, but, wanted to get some feedback before doing so...
Here's the concept art by Ryan Church:
http://farm3.static.flickr.com/2120/2171119410_6f05413be3_o.jpg

Here's the wire frame:

http://farm3.static.flickr.com/2195/2170326339_8e0a36be72_o.jpg

And here's the low poly, flat shaded, with default 3DS Max lighting:

http://farm3.static.flickr.com/2144/2170326379_3d308b249f_o.jpg

The low poly is weighing in at around 6500 polygons. I'm planning on using 2x 2048x2048 texture maps. I really want to detail this out with the high poly/normal map. Anyway, feedback will be much appreciated...

pimeto

01 January 2008, 01:06 PM

yeah this concept is realy awesome ;)

good job so far man!
i personaly think you can make little more optimization on the cylidrical elements, but its okey. nice job!

p.s. i think its bether to make first the high poly model, and then low poly, but its all to personal workflow ;)

opreska

01 January 2008, 01:25 AM

Pimeto,
Thanks for the reply.
I agree about the front cylinders being a little too jaggy. Especially with todays next-gen gaming, any console or PC should be able to push a vehicle of around 8-10,000 polys with no problem.
About the low to high poly approach. I usually always start with the low poly. This lets me know for sure that my high poly will be a perfect fit when I render to texture. Plus, I'd to have to break down a high poly model to fit my low poly standards. It seems like it would take way too much time....

opreska

02 February 2008, 05:37 AM

Well, had some time this weekend to finish up the texturing.
Comments, critiques, ideas all welcome....

http://farm3.static.flickr.com/2142/2246074500_1bb2742622_b.jpg

Side View:
http://farm3.static.flickr.com/2147/2245278203_a97b9a2225_b.jpg

Back View:

http://farm3.static.flickr.com/2420/2246074458_b8ff221fef_o.jpg

bbox85

02 February 2008, 06:03 AM

Really cool design, and nicely executed as well. However, there is some obvious repition, mainly in the front and rear legs. Not exactly sure how your UV's are layed out but the model would highly benefit from texture variation between the left and right side.

Also, just a suggestion... I see it's already very grunge, so perhaps some stray wires hangin from the under belly or other areas could be cool. Keep up the good work.

opreska

02 February 2008, 05:37 PM

Thanks for the reply Tris,
I agree about the back legs. The repetition concerned me as well, I figured I'd save UV space by copying the maps, but, with next gen gaming, that's not really as much of an issue.
Cool idea about the hanging wires, think I might add that....

SpiralFace

02 February 2008, 05:15 AM

Well a "certain" ammount of repitition is still looked as favorable in next gen games. So I wouldn't make EVERY single leg unique, but here is a technique I would recomend.

Make TWO different and distinct maps for the same leg structure. Make sure that you make both sides of each leg texture unique.

When you unwrap your legs, Make it so you reverse the unwraps on some of the legs. This should mean that some of your legs will have the texture swaped and reversed. This should allow you to alternate the textures you use, and from a "Players" perspective have 4 distinct leg textures from a players point of view. (2 leg textures, some legs with a normal unwrap, some with a "flipped" unwrap.)

So this way, you get the variation to break up the repatition, but at the same time, you save the texture space you use.

Good looking guy by the way.

veedo

02 February 2008, 06:54 AM

it is a really nicely done model and the textures are really good too

the repetition as metntioned earlier is a bit too noticable, i'd recommend either freeing up just a little texture space to make it so that you have 2 spots for the legs (3 legs per spot) and then alternate... have 2 legs on one side on the one spot, with 1 leg on the other and vice versa

or you can make the textures so there are less destinctive features on parts that repeat
for example, you could take out that noticble splotchy gray scrub on the leg out and the textures will seem less repeated

happy texturing ;)

opreska

02 February 2008, 11:10 PM

Hey Guys,
Thanks for the tips. After playing around with your suggestions, I think that I'll go with Veedo's advice about making the back leg textures less distinct. I tried flipping the UV's on the legs, but, I forgot that the normal map was flipped as well, totally screwed up my lighting. Rather than going through the trouble of moving UV's and re-rendering to texture with the normals, I think that just a less distinct texture would be the most quick/efficient method.

I have another question; how do you guys go about making emissive maps (or glowing objects, lights etc) in 3D studio Max?
One more question; is their a bloom funtion in Max that works with the F9 render? (I'm still pretty new to Max btw)

SpiralFace

02 February 2008, 12:34 AM

Hey Guys,
I have another question; how do you guys go about making emissive maps (or glowing objects, lights etc) in 3D studio Max?
One more question; is their a bloom funtion in Max that works with the F9 render? (I'm still pretty new to Max btw)

I would like to know this as well for Maya. And also, is there any maps that can do this that can be handled by the Hardware renderer? As last time I checked Tangent Space normal maps only rendered correctly when you used Maya's hardware renderer.

opreska

02 February 2008, 03:52 AM

I took out most of the grunge effects on the back legs. I also added in some hanging wires. What do you think, too clean??
http://farm3.static.flickr.com/2137/2259772282_553730cf24_b.jpg

http://farm3.static.flickr.com/2193/2259772410_7e00178b39_b.jpg

Comments, ideas.....

matsman

02 February 2008, 02:23 PM

I like it very very much... all the way from the start I've been coming in and seen it become better... but one thing bothers me... also from the very start and that is the lack of colour variation...

It is a very cool design but all is basically the same colour... So I would like so see some material/colour variation... a few ceramic shields... some not so weathered metal parts that have been replaced after its previous battle.. some lights... some patches of colour that show its rank or the side it's on... maybe even some pictures on the chassis that embellish the fright factor of the droid.

to go short I find the texture very boring and you could tell a very nice background story with it... so why not try to do that!

Cheers... and lovely work!

m1NDfReAK

02 February 2008, 02:55 PM

Hey opreska,

I like where you are headed with this.

One thing that is bothering me right now is the lack of contrast through out the texture. There isn't any point on the model that draws my eye at first glance.

Also another small thing would be to not render with a black background. It makes it more difficult to see details in the silhouette of the model as well as shadows. Switching the color up will help these guys give you some more critiques and help them view your work better.

Keep the posts coming, it's nice to see your progress.

m1ND

opreska

02 February 2008, 09:10 PM

Thanks for the great ideas! Keep 'em coming.
I agree about the color variations, thing is, I've been looking around at a lot of references. (droids, robots, sci-fi, space ships etc.) It seems like a lot of sci-fi is usually comprised of two or three color variations, monochromatic etc.
Like I said, love the ideas.
Also, I'd love it if you guys could send me some links for reference, examples, etc...

opreska

02 February 2008, 05:31 AM

Hey guys,
Been working on the Attack Droid tonight, about the last 3.5 hours. ...Kinda tired, been looking at it too long, anyway, love to hear your thoughts...
I'm not using any fancy lighting this time, just the default 3DStudio Max lighting. Kept the background white so you can see the silhouette better.

Back View:

http://farm4.static.flickr.com/3288/2294861331_388162fd30_o.jpg

3Qtr:

http://farm4.static.flickr.com/3291/2295655326_db2c9f6c0a_b.jpg

Side:

http://farm4.static.flickr.com/3025/2294861429_e776349028_b.jpg

SpiralFace

02 February 2008, 06:47 AM

The white might exencuate the silhoete, but it makes the textures pretty hard to determain.

From a silhoete perspective its pretty good. The only thing that really seems to irk me is the lower sections of the hind legs. They just seem way to straight to me. this really cheapens the image because it makes the legs just look a bit "hashed together." with a simple extrusion.

I know its a simple shape in the concept art, but try to taper the geometry so it doesn't look like a flat block. It will make the shape more dynamic, and it will follow the concept art more closesly.

opreska

02 February 2008, 03:53 PM

Yeah Spiral Face,
I agree, looking at the images this morning, I realize I need to "bulk" up the legs a bit. The concept art has a wee bit more menancing look to the legs. Thanks for your feedback btw.

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02 February 2008, 03:53 PM

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